示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (unitychan.GetComponent <Gameover>().gameover_flag)
        {
            state = state_info.Gameover;
        }

        if (state == state_info.Gameover)
        {
            time += Time.deltaTime;
            if (time > gameover_time)
            {
                gameover_next_flag = true;
            }
            if (gameover_next_flag)
            {
                if (Input.GetKey(KeyCode.Z))
                {
                    SceneManager.LoadScene("start");
                }
            }
        }
        else if (state == state_info.Playing)
        {
        }
        else if (state == state_info.Pouse)
        {
        }
    }
示例#2
0
 // Use this for initialization
 void Start()
 {
     unitychan          = GameObject.Find("unitychan");
     state              = state_info.Playing;
     time               = 0.0f;
     gameover_time      = 1.0f;
     gameover_next_flag = false;
 }
示例#3
0
    // Use this for initialization
    void Start()
    {
        state            = state_info.Start;
        start            = GameObject.Find("Start");
        information      = GameObject.Find("Information");
        score            = GameObject.Find("Score");
        escape           = GameObject.Find("Exit");
        information_text = GameObject.Find("Information_text");
        high_score       = GameObject.Find("High_score");

        information_text.GetComponent <Text>().enabled = false;

        wait_time     = 0.3f;
        key_time      = 0.0f;
        decision_time = 0.0f;
        key_push_flag = false;
        decision_flag = false;
    }
示例#4
0
    void Select_menue()
    {
        if (Input.GetKey(KeyCode.Z) || Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.Space))
        {
            decision_flag = true;
            decision_time = 0.0f;

            if (state == state_info.Start)
            {
                SceneManager.LoadScene("unitychan_make");
            }
            else if (state == state_info.Information)
            {
                start.GetComponent <Text>().enabled            = false;
                information.GetComponent <Text>().enabled      = false;
                score.GetComponent <Text>().enabled            = false;
                escape.GetComponent <Text>().enabled           = false;
                information_text.GetComponent <Text>().enabled = true;
                high_score.GetComponent <Text>().enabled       = false;
                state = state_info.Information_text;
            }
            else if (state == state_info.Information_text)
            {
                start.GetComponent <Text>().enabled            = true;
                information.GetComponent <Text>().enabled      = true;
                score.GetComponent <Text>().enabled            = true;
                escape.GetComponent <Text>().enabled           = true;
                information_text.GetComponent <Text>().enabled = false;
                high_score.GetComponent <Text>().enabled       = false;
                state = state_info.Information;
            }
            else if (state == state_info.Exit)
            {
                Application.Quit();
            }
            else if (state == state_info.Score)
            {
                start.GetComponent <Text>().enabled            = false;
                information.GetComponent <Text>().enabled      = false;
                score.GetComponent <Text>().enabled            = false;
                escape.GetComponent <Text>().enabled           = false;
                information_text.GetComponent <Text>().enabled = false;
                high_score.GetComponent <Text>().enabled       = true;
                state = state_info.High_score;

                high_score.GetComponent <Text>().text =
                    "1st : " + PlayerPrefs.GetInt("first") + "\n" +
                    "2nd : " + PlayerPrefs.GetInt("second") + "\n" +
                    "3rd : " + PlayerPrefs.GetInt("third") + "\n" +
                    "4th : " + PlayerPrefs.GetInt("fourth") + "\n" +
                    "5th : " + PlayerPrefs.GetInt("fifth") + "\n" +
                    "6th : " + PlayerPrefs.GetInt("sixth") + "\n" +
                    "7th : " + PlayerPrefs.GetInt("seventh") + "\n" +
                    "8th : " + PlayerPrefs.GetInt("eighth") + "\n" +
                    "9th : " + PlayerPrefs.GetInt("ninth") + "\n" +
                    "10th: " + PlayerPrefs.GetInt("tenth") + "\n";
            }
            else if (state == state_info.High_score)
            {
                start.GetComponent <Text>().enabled            = true;
                information.GetComponent <Text>().enabled      = true;
                score.GetComponent <Text>().enabled            = true;
                escape.GetComponent <Text>().enabled           = true;
                information_text.GetComponent <Text>().enabled = false;
                high_score.GetComponent <Text>().enabled       = false;
                state = state_info.Score;
            }
        }
    }
示例#5
0
    // Update is called once per frame
    void Update()
    {
        key_time      += Time.deltaTime;
        decision_time += Time.deltaTime;

        if (!decision_flag)
        {
            Select_menue();
        }
        if (decision_time > wait_time)
        {
            decision_flag = false;
        }

        if (state == state_info.Start || state == state_info.Information || state == state_info.Score || state == state_info.Exit)
        {
            if (Input.GetKey(KeyCode.UpArrow) && !key_push_flag)
            {
                state -= 1;
                if (state <= state_info.Lower_limit)
                {
                    state = state_info.Exit;
                }
                key_push_flag = true;
                key_time      = 0.0f;
            }
            else if (Input.GetKey(KeyCode.DownArrow) && !key_push_flag)
            {
                state += 1;
                if (state >= state_info.Upper_limit)
                {
                    state = state_info.Start;
                }
                key_push_flag = true;
                key_time      = 0.0f;
            }

            if (key_push_flag && key_time > wait_time)
            {
                key_push_flag = false;
            }

            switch (state)
            {
            case state_info.Start:
                start.GetComponent <Text>().color       = new Color(0.0f, 0.0f, 0.0f, 1.0f);
                information.GetComponent <Text>().color = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                score.GetComponent <Text>().color       = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                escape.GetComponent <Text>().color      = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                break;

            case state_info.Information:
                start.GetComponent <Text>().color       = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                information.GetComponent <Text>().color = new Color(0.0f, 0.0f, 0.0f, 1.0f);
                score.GetComponent <Text>().color       = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                escape.GetComponent <Text>().color      = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                break;

            case state_info.Score:
                start.GetComponent <Text>().color       = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                information.GetComponent <Text>().color = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                score.GetComponent <Text>().color       = new Color(0.0f, 0.0f, 0.0f, 1.0f);
                escape.GetComponent <Text>().color      = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                break;

            case state_info.Exit:
                start.GetComponent <Text>().color       = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                information.GetComponent <Text>().color = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                score.GetComponent <Text>().color       = new Color(0.0f, 0.0f, 0.0f, 0.5f);
                escape.GetComponent <Text>().color      = new Color(0.0f, 0.0f, 0.0f, 1.0f);
                break;
            }
        }
    }
示例#6
0
        static int PRINT_STATE(string sym, state_info[] data, int index, int row, int col)
        {
            for (int i = 0; i < data.Length; i++)
            {
                bool val = false;
                if (sym == ">") val = index > data[i].value;
                if (sym == "<") val = index < data[i].value;

                if (val)
                {
                    if (data[i].str.Length > 0)
                    {
                        Utilities.c_put_str(data[i].attr, data[i].str, row, col);
                        return data[i].str.Length;
                    }
                    else
                    {
                        continue; //return 0; //Was originally return, if wonky things, revert
                    }
                }
            }

            return 0;
        }